Haohmaru
A wandering swordsman and the central protagonist of the series.
Documented for this version
Joystick LeftJoystick Right | Move horizontally |
|---|---|
Joystick Up | Jump |
Joystick Down | Crouch |
A | Light slash |
B | Medium slash |
C | Heavy slash |
D | Kick |
Joystick Left or Right + D | Throw The exact throw input can vary by character and situation. |
These are the standard four-button Neo Geo arcade assignments: A, B, C for weapon attacks and D for kick.
Special-move inputs vary by character and are not listed here.
How it plays
Matches are viewed from a fixed side-on perspective. The objective is to defeat the opponent in a best-of-three-round battle by reducing their life gauge before time expires.
Players move, jump, crouch, guard, kick, and attack with weapons of different strengths. Heavy attacks are slower but deal substantial damage, while light attacks are faster and safer. Weapons can clash or be knocked away, forcing a fighter to continue unarmed until the weapon is recovered.
Arcade play consists of a character route with successive opponents. Winning fights advances the route, while certain attacks, rage effects, throws, and character-specific specials create tactical opportunities during each match.
Plan your run
Control distance instead of attacking continuously. Strong weapon strikes can decide a round, but their recovery leaves openings if they miss.
Watch the opponent’s weapon and rage state. Use quick attacks, throws, and well-timed jumps to punish predictable heavy attacks, and recover a disarmed weapon only when the approach is safe.
Learn each fighter’s reliable anti-air, projectile response, and close-range option. Blocking and waiting for a clear punish is often more effective than forcing a combo.
Meet the cast
A wandering swordsman and the central protagonist of the series.
A gentle Ainu warrior who fights alongside her hawk, Mamahaha.
A ruthless swordsman and Haohmaru’s recurring rival.
A skilled but ill swordsman known for precise Iaijutsu techniques.
A massive outlaw who uses a chain weapon and unusual mobility.
The supernatural final opponent and a major antagonist of the game.
Before you begin
Use the training and versus-style practice available on the arcade board only if the specific machine offers it; standard arcade routes do not provide a universal training mode.
Do not rely on heavy attacks at close range unless the opponent is committed to a slow move.
A weapon clash or disarm can change the match immediately, so keep track of both fighters’ weapon positions.
Samurai Shodown II is a weapon-based 2D fighting game developed and published by SNK for arcade systems in 1994. Players choose a swordsman or other warrior and fight through a sequence of one-on-one bouts, using positioning, timing, weapon attacks, and powerful special techniques rather than extended combo strings. The game is known for its sharp damage swings, destructible weapons, character-specific moves, and tense neutral play. It expands the original Samurai Shodown with additional fighters, stages, mechanics, and balance changes. Contemporary and later players generally regard it as one of the strongest arcade fighting games of its period and a defining entry in SNK’s weapon-fighting series.
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